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Pops up a little bubble when you're requesting a high-five, along with some other emotes (#20472)
* High five! * Add in-hand use * use in hand too * closing remarks * better looking * Fixes daps * grab my hand fat man * hand shake * Implement missed messages * i can spell * Update code/modules/mob/living/carbon/human/human_emote.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Review concerns * Add some auto-doc, minor changes * more cleverly handles pointing * Update code/modules/point/point.dm Path clarity Co-authored-by: Farie82 <farie82@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Farie82 <farie82@users.noreply.github.com>
This commit is contained in:
@@ -55,14 +55,6 @@
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muzzled_noises = list("weak", "pathetic", "sad")
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emote_type = EMOTE_AUDIBLE
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/datum/emote/living/carbon/human/dap
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key = "dap"
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key_third_person = "daps"
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message = "sadly can't find anybody to give daps to, and daps themself. Shameful."
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message_param = "give daps to %t."
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emote_target_type = EMOTE_TARGET_MOB
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hands_use_check = TRUE
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/datum/emote/living/carbon/human/eyebrow
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key = "eyebrow"
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message = "raises an eyebrow."
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@@ -283,9 +275,10 @@
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/datum/emote/living/carbon/human/highfive
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key = "highfive"
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key_third_person = "highfives"
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message = "requests a highfive."
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hands_use_check = TRUE
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cooldown = 3 SECONDS
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cooldown = 5 SECONDS
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/// Status effect to apply when this emote is used. Should be a subtype
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var/status = STATUS_EFFECT_HIGHFIVE
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/datum/emote/living/carbon/human/highfive/can_run_emote(mob/user, status_check, intentional)
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. = ..()
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@@ -293,81 +286,24 @@
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if(user_carbon.restrained())
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return FALSE
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/datum/emote/living/carbon/human/highfive/proc/wiz_cleanup(mob/user, mob/highfived)
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user.status_flags &= ~GODMODE
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highfived.status_flags &= ~GODMODE
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/datum/emote/living/carbon/human/highfive/run_emote(mob/user, params, type_override, intentional)
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var/mob/living/carbon/user_carbon = user
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if(user_carbon.has_status_effect(STATUS_EFFECT_HIGHFIVE))
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user.visible_message("[user.name] shakes [user.p_their()] hand around slightly, impatiently waiting for someone to high-five them.")
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if(user_carbon.has_status_effect(status))
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user.visible_message("[user.name] shakes [user.p_their()] hand around slightly, impatiently waiting for someone to [key].")
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return TRUE
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user_carbon.apply_status_effect(STATUS_EFFECT_HIGHFIVE)
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for(var/mob/living/L in orange(1))
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if(L.has_status_effect(STATUS_EFFECT_HIGHFIVE) && L != user)
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if(iswizard(user) && iswizard(L))
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user.visible_message("<span class='biggerdanger'><b>[user.name]</b> and <b>[L.name]</b> high-five EPICALLY!</span>")
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user_carbon.status_flags |= GODMODE
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L.status_flags |= GODMODE
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explosion(get_turf(user), 5, 2, 1, 3)
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// explosions have a spawn so this makes sure that we don't get gibbed
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addtimer(CALLBACK(src, PROC_REF(wiz_cleanup), user_carbon, L), 1)
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user_carbon.remove_status_effect(STATUS_EFFECT_HIGHFIVE)
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L.remove_status_effect(STATUS_EFFECT_HIGHFIVE)
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return TRUE
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user.visible_message("<b>[user.name]</b> and <b>[L.name]</b> high-five!")
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playsound(user, 'sound/effects/snap.ogg', 50)
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user_carbon.remove_status_effect(STATUS_EFFECT_HIGHFIVE)
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L.remove_status_effect(STATUS_EFFECT_HIGHFIVE)
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return TRUE
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user_carbon.apply_status_effect(status)
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return ..()
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/datum/emote/living/carbon/human/handshake
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/datum/emote/living/carbon/human/highfive/dap
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key = "dap"
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status = STATUS_EFFECT_DAP
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key_third_person = "daps"
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/datum/emote/living/carbon/human/highfive/handshake
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key = "handshake"
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message = "holds out their hand."
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hands_use_check = TRUE
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emote_target_type = EMOTE_TARGET_MOB
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target_behavior = EMOTE_TARGET_BHVR_DEFAULT_TO_BASE
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/datum/emote/living/carbon/human/handshake/act_on_target(mob/user, target)
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. = ..()
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if(!target)
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user.visible_message(
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"[user] seems to shake hands with empty space.",
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"You shake the air's hand."
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)
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return EMOTE_ACT_STOP_EXECUTION
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if(!user.Adjacent(target) || !ishuman(target))
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message_param = "extends a hand towards %t."
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return TRUE
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var/mob/living/carbon/human/human_target = target
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if(!HAS_TRAIT(human_target, TRAIT_HANDS_BLOCKED) && !human_target.r_hand && !human_target.restrained())
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message_param = "shakes hands with %t."
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else
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message_param = "holds out [user.p_their()] hand to %t."
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/datum/emote/living/carbon/human/handshake/run_emote(mob/user, params, type_override, intentional)
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var/mob/living/target
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for(var/mob/living/A in oview(5, user))
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if(params == A.name)
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target = A
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if(!target)
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user.visible_message(
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"[user] seems to shake hands with empty space.",
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"You shake the air's hand."
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)
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return TRUE
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if(!HAS_TRAIT(target, TRAIT_HANDS_BLOCKED) && !target.r_hand && !target.restrained())
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message_param = "shakes hands with %t."
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else
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message_param = "holds out [user.p_their()] hand to %t."
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return ..()
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key_third_person = "handshakes"
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status = STATUS_EFFECT_HANDSHAKE
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/datum/emote/living/carbon/human/snap
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key = "snap"
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+44
-11
@@ -12,7 +12,7 @@
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return
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if((pointed_atom in src) || (pointed_atom.loc in src))
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create_point_bubble(pointed_atom)
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create_point_bubble_from_atom(pointed_atom)
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return
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var/turf/tile = get_turf(pointed_atom)
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@@ -24,9 +24,16 @@
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animate(visual, pixel_x = (tile.x - our_tile.x) * world.icon_size + pointed_atom.pixel_x, pixel_y = (tile.y - our_tile.y) * world.icon_size + pointed_atom.pixel_y, time = 1.7, easing = EASE_OUT)
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/atom/movable/proc/create_point_bubble(atom/pointed_atom)
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/// Create a bubble pointing at a particular icon and icon state.
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/// See args for create_point_bubble_from_atom.
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/atom/movable/proc/create_point_bubble(mutable_appearance/pointed_atom_appearance, include_arrow = TRUE)
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var/obj/effect/thought_bubble_effect = new
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pointed_atom_appearance.layer = POINT_LAYER
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pointed_atom_appearance.blend_mode = BLEND_INSET_OVERLAY
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pointed_atom_appearance.pixel_x = 0
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pointed_atom_appearance.pixel_y = 0
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var/mutable_appearance/thought_bubble = mutable_appearance(
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'icons/effects/effects.dmi',
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thought_bubble_image,
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@@ -34,17 +41,8 @@
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appearance_flags = KEEP_APART,
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)
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var/mutable_appearance/pointed_atom_appearance = new(pointed_atom.appearance)
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pointed_atom_appearance.blend_mode = BLEND_INSET_OVERLAY
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pointed_atom_appearance.layer = POINT_LAYER
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pointed_atom_appearance.pixel_x = 0
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pointed_atom_appearance.pixel_y = 0
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thought_bubble.overlays += pointed_atom_appearance
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var/hover_outline_index = pointed_atom.get_filter("hover_outline")
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if (!isnull(hover_outline_index))
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pointed_atom_appearance.filters.Cut(hover_outline_index, hover_outline_index + 1)
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thought_bubble.pixel_x = 16
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thought_bubble.pixel_y = 32
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thought_bubble.alpha = 200
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@@ -66,6 +64,41 @@
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QDEL_IN(thought_bubble_effect, 2 SECONDS)
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/**
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* Create a point bubble towards a given item.
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*
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* Arguments:
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* * pointed_atom - Atom to show in the bubble.
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* * include_arrow - If true, show an arrow pointing downwards.
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*/
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/atom/movable/proc/create_point_bubble_from_atom(atom/pointed_atom, include_arrow = TRUE)
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var/mutable_appearance/pointed_atom_appearance = new(pointed_atom.appearance)
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var/hover_outline_index = pointed_atom.get_filter("hover_outline")
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if (!isnull(hover_outline_index))
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pointed_atom_appearance.filters.Cut(hover_outline_index, hover_outline_index + 1)
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create_point_bubble(pointed_atom_appearance, include_arrow)
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/**
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* Create a point bubble towards a given item, from an icon/icon state.
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*
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* Arguments:
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* * icon - Icon source for the bubble's icon.
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* * icon_state - Icon state for the bubble's icon.
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* * include_arrow - If true, show an arrow pointing downwards.
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*/
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/atom/movable/proc/create_point_bubble_from_icons(icon, icon_state, include_arrow = TRUE)
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var/mutable_appearance/pointed_atom_appearance = mutable_appearance(
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icon,
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icon_state,
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)
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create_point_bubble(pointed_atom_appearance, include_arrow)
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/// See above, this uses an uninstantiated path.
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/atom/movable/proc/create_point_bubble_from_path(atom/pointed_atom_path, include_arrow = TRUE)
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create_point_bubble_from_icons(initial(pointed_atom_path.icon), initial(pointed_atom_path.icon_state), include_arrow)
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/obj/effect/temp_visual/point
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name = "arrow"
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desc = "It's an arrow hanging in mid-air. There may be a wizard about."
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